// *** LICENSE HEADER ***
// Filename: ./gameboard.h
// This file is part of Nodewarz 0.1
// Nodewarz is a 3d OpenGL strategy game
// Copyright (C) 2007 CZestmyr
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License along
// with this program; if not, write to the Free Software Foundation, Inc.,
// 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
// *** END LICENSE HEADER ***
#ifndef NODEWARS_GAMEBOARD_H
#define NODEWARS_GAMEBOARD_H

#include <GL/gl.h>
#include "imagefunctions.h"
#include "helperfunctions.h"
#include "definitions.h"
#include "lightmanager.h"

class lightManager;

//Class that stores the gameboard with its lightmap and that also draws it
class gameBoard {
    public:
        gameBoard();
        ~gameBoard();

        //Set the pointer to the light manager class
        void SetLightManager(lightManager* newManager);

        //Change the board dimensions
        void Redim(int newWidth, int newHeight);
        //Load a new terrain texture
        void LoadTerrainTexture(const char* filename);
        //Unload the terrain texture
        void UnloadTerrainTexture();

        //Tell, whether a point is inside the game board or not
        bool IsInsideTheBoard(float x, float y);

        //Draw the game board (with or without the grid)
        void Draw(bool showGrid);

        //Recalculate the lightmap on the specified area
        void RecalculateLighting(float centerX, float centerY, float radius);
    private:
        //Dimensions and position of the board
        int width;
        int height;
        float originX;
        float originY;
        //Texture used on the board
        int texture;
        //The lightmap stored as a 1D array, but it is in fact 2D [R][G][B]
        GLfloat* lightmap;
        //Pointer to the light manager
        lightManager* theLightManager;

};

#endif
